hey guys…
http://home.comcast.net/~orez-bus/shot0026.jpg
Fast build
%q3map2% -fs_basepath …\ -v -meta -patchmeta -subdivisions 4 %1.map
%q3map2% -fs_basepath …\ -v -vis -fast %1.bsp
%q3map2% -fs_basepath …\ -v -light -faster -patchshadows %1.bsp
Full build
%Q3MAP2% -fs_basepath …\ -meta -skyfix -patchmeta -subdivisions 4 -samplesize 16 -v %1.map
%Q3MAP2% -fs_basepath …\ -vis -v %1.bsp
%Q3MAP2% -fs_basepath …\ -light -samples 3 -bounce 8 -fastbounce -patchshadows -samplesize 16 -bouncegrid -cpma -v %1.bsp
When using -patchmeta (pretty much any subdivision value), I get these dark lines along edges of the lightmaps on some bevels which are 64x64 (think jumppad with '‘outside’ curved border patches 16 in width). While the instances appear random, it is always the same set of patches and/or locations on the map that get these. I’ve created instances where these patches touch no other brushes, tried func_grouping them, snapping the vertexes to grid (just to be sure) and finally, drawing them by hand, and have had no success.
Any ideas, urls, or keywords I should search with? Various combinations of ‘bevel’ and ‘lightmap’ haven’t turned up much and I haven’t run into this problem before.
Thanks for any input you may have…
edit
using -nosurf on the light pass gets rid of them, but then suns/skylights don’t work and it looks like that patch lightmaps don’t blend with brush lightmaps sometimes? shrug
2nd edit
seems like it happens only when the bevel vertexes are not on the grid major. This is why it appears on some and not on others. I’m not sure how I can work around this.
3rd edit
playing with DEFAULT_INHIBIT_RADIUS in q3map2.h can make these seams go away, but I’m not sure if this breaks anything else (probably). As I move away from the default value (1.5f), the seems gradually disappear. at 16.0f, they’re not noticable. This probably breaks other things so I’d rather not resort to this fix.